A Super/Ultimate MKX would make me really happy actually. Might as well just expand on the success of the game and add as many characters as possible. New version would let them make some needed engine changes as well and hype up interest for the game again pre-Evo 2016.
Fix throws to be techable by humans, and crouching and crouch-blocking having different hit boxes mostly. And a whole bunch of other super wonky hitbox stuff (like Kano’s up ball being safe except for the 80% of the time when it isn’t and command grabs whiffing for no reason all over the place). New netcode would be nice too…and reducing the amount of straight up guessing between highs and lows. If you’re gonna have that kinda stuff it should work like other 3d fighters where it’s not really a 50/50 because one of the two options deals way less damage than the other (Johnny Cage works this way, at least), where as in MK both will take half your life…
the crouch/crouch blocking difference seems pretty important though, since you can duck under highs and that seems to be crucial to the balance of certain moves? a move being high is a way to keep certain ridiculous moves in check, isn’t it? not only projectiles, but also pressure strings
new netcode is, of course, something that would benefit mkx players buuuut i think that would require a recoding of the game engine from absolute scratch, not just tweaks to an existing engine, so i dunno if it’s something they’re gonna do
Crouch should not have a different hit box from crouch-blocking. It doesn’t in any other 3D fighter. You should be able to crouch highs by ducking, period, like Soul Calibur/Tekken and even Injustice which had the same high/low game as MK (but to a lesser degree and it was even a lot in that game). Like throws it’s just needlessly obtuse in MKX.
well… what about certain pressure strings that are high? why would you ever use them if they’ll never hit a crouching opponent?
i thought the risk was supposed to be you let go of block to stop a really good pressure string as a hard read, otherwise you just block it and try to defend the mixup
Angry Mike and I have both explained the high strings whiffing on crouchers in 3d fighters to you before so I won’t repeat it since you’ll just forget
It would be easier to just go watch some Injustice/Soul Calibur/Tekken matches and see if highs get used or not. I just want it to work more like those games.
I don’t know, I think crouching with blocking making certain things whiff is kind of cool. Like, a character could have a really good and safe set of high moves but if you have the nerves to crouch and not block, you get to punish it.
Well, in street fighter, crouch blocking makes you bigger (wider and taller for fuzzy guard stuff) so I guess it makes sense that MK would do the opposite?
Although I seem to remember that crouching without block would make a lot of things coast over your head in older MK games (projectiles and like 50% of all physical specials). Did they do a 180 on this? I haven’t played MKX at all so I don’t know.
That is currently how it works. If you crouch block your hurtbox is taller and wider.
I think what Andrew is saying is that the hurtbox should be the same regardless of whether you’re holding block or not. Which would make all high attacks whiff against a crouching opponent.
I’m not sure how that would affect Raiden. My best normal is a high, but I would never use it by itself. It will always be followed by a mid, so if someone is crouch blocking it’s not like they are gonna have time to react to the f1 whiffing over their head and retaliate. They are still gonna have to block the rest of the string if they’ve already commited to blocking.
If they commit to a low normal, then my high will get counter hit, but that is already what happens.
I also like the part where I can avoid certain high attacks by not blocking. Not really in a balance sort of way, it’s just fun to go for those unexpected risks occasionally, and adds another layer to the situation that the opponent can play off of too.
As long as it doesn’t get too out of hand, I don’t mind certain characters being a little bit taller or shorter while crouching either, it kinda adds some flavor to the game.
That’s not to say that some of the high normals aren’t crazy, because yeah there are some pretty absurd ones that probably shouldn’t be hitting crouch blockers in the first place.
I’d like to see the fucked up input system addressed for sure. It’s weirdly very punishing yet stupidly exploitable.
There’s also a bunch on wonky frame stuff that could be looked at. I’m not sure if the different block stun between crouch and stand block should be removed though? Again, it’s a flavor issue, and it actually adds some depth, but in a game full of devestating hi/lows and the exact tightness needed to punish anything, it might be a little overbearing on the way the game plays. It’s hard enough to know when to block high or low as it is, nevermind knowing how to end you blocking of the string to punish or just get out of a crazy pressure situation.
About throws, this no-block-crouch applies there too. Probably not enough to matter, but it feels great to blow up a throw with it! Honestly I’d probably keep the current tech system, but allow you to do it on block as well?
Command throws though probably need some fixing. Against certain characters they can just whiff entirely if not point-blank and the opponent is crouching (blocking too!) They can also be low-profiled (even unintentionally because of an opponents peculiar recovery animation or something). It’s messed up. Having to test against the whole cast in order to find out who my command throw sucks against is a flavor I don’t like.
SF had a quirk like that oo didn’t it, where from certain ranges if you were standing still not blocking some attacks would whiff entirely but if you were blocking from that same range they would make contact?
Yup the only change I want to throws is to let you tech them while blocking. Again, like Soul Calibur haha.
That and the highs whiffing only if you’re ballsy enough to stop blocking just seem like a couple too many ways in which advantage is given to the attacker. Blocking is already the worst position to be in MK, more so than pretty much any other fighter except maybe Marvel… I think these are just a couple disadvantages too many on the defender.
Push block costing one bar instead of 2 is also a change I would like to see. Just to help balance the game out from the relentless rush down that it is. And NJPs are dumb.
But whatever. I could care less about any of this stuff if my old mains make it in. Boon has tweeted about both Baraka and Sektor today so things are looking up! My only major gripe with MKX is every one of my past favourites was left out… for now. All will be forgiven when they’re back.
They cut out a bunch of your normals and some specials are only available in the auto combo and stuff like that.
In the Xrd training mode this drives me crazy. Faust’s 5P makes contact on a down-back Millia but not on a neutral crouching Millia. The training dummy won’t block until the very last moment so it just whiffs over it :(.